Prince Aladdin Quest (Disney Villains *Almost* Victorious)

Most Disney villains kind of suffer from "And then what?" syndrome. Their plan succeeds, and then what? Like in the Lion King, Scar won, he took over, and kept his promise to the hyenas, overhunting to keep them fed, causing problems for everyone else. Similarly Hades released the titans to take over Olympus, he was able to direct them via shared enemy, but once that enemy is defeated they no longer have a shared goal and things get rocky. Sometimes the villain manages to stabilize, but a lot of the time, there's a sense of having succeeded too well.
 
Villains have issues thinking longterm - the majority are motivated by petty revenge such that even following a victory, they've still got a lot of struggles to look forward to. Scar is the most easy example of this given we get a flash forward to see just how his reign has gone. And it hasn't gone well.

You have other villains that thought things through a bit more like Jafar - but even he wasn't considering what ruling would imply. He just wanted to be able to say, "Ha! I'm Sultan!"

Maybe Clayton? His animal smuggling venture would've been profitable and he did all his criminal activity in an area that likely wouldn't follow him back home.
 
You have other villains that thought things through a bit more like Jafar - but even he wasn't considering what ruling would imply. He just wanted to be able to say, "Ha! I'm Sultan!"
Jafar probably would have been okay, simply because his plan involved getting 3 wishes, which is enough power to prop up a single city, even with a less than ideal ruler, and he was the Vizier, so it's not like he knows nothing about ruling.

All in all, Jafar actually had one of the more realistic plans.

Gaston probably had one of the most realistic plans, he wanted to force Belle to marry him, and he mainly just seemed to have wanted her, because he thought she was pretty and wanted to fuck her, so he don't much care if she's unhappy, so unless Belle get driven to murdering him, Gastons plan actually work out, if he win his fight with the Beast.
 
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And after he scorches the ceiling a bit it's cry "No more Mr nice God" and unleash the Furies. Becuase Pain and Panic sure aren't going to be able to clean up this mess.
Honestly he is at the point where he needs to start offering parole to certain members among the dead in exchange for signing a devil's deal. A great many absolute top tier motherfuckers would wade across magma-filled lakes in order to be the first to sign.
 
Honestly he is at the point where he needs to start offering parole to certain members among the dead in exchange for signing a devil's deal. A great many absolute top tier motherfuckers would wade across magma-filled lakes in order to be the first to sign.
"Look kid, I'm trying to tell you that you're dead! I'm offering you a deal here to maybe, not be dead, and you're off being a childish brat!"

"I know you are but what am I? Anyways, have you seen the Lost Boys down here, I can't find em anywhere!"

Sudden ideas for dead characters to appear has stricken me.
 
Also if we can reform the huntsman club into something more useful would be great since we'd get a group who has the expertise, resources and motivation to kill off some of the monsters/cosmic horrors that are currently making the world so chaotic
 
Also if we can reform the huntsman club into something more useful would be great since we'd get a group who has the expertise, resources and motivation to kill off some of the monsters/cosmic horrors that are currently making the world so chaotic

We already did more or less.

I'm sure if some crazy monster starts giving us trouble we'll have a option to contact them over our radio and offer them the chance to hunt it.
 
Also if we can reform the huntsman club into something more useful would be great since we'd get a group who has the expertise, resources and motivation to kill off some of the monsters/cosmic horrors that are currently making the world so chaotic
As much as that'd be good I don't think we actually can do that. To bring someone under our food we'd need influence, force, something they need, or some combination. And well, we don't have any of that over them. It's a collective with very sporadic origins so influence over one is not gonna work for another, force wise they might be more of a threat to us than we are to them, and while we do have trade with them I don't think we offer them anything they can't just get elsewhere/take if push came to shove.
 
Welp... time for a Zeus and Hades Omake. Seeya all once that's been finished :p
Wouldn't Hermes be a better choice? He can sass better than Zeus, and might be able to coax out a little extra info, due to not being Hades' most disliked god. Then, when Hades leaves, he might have a way of spreading the info to the other prisoners. He is the messenger god, after all.
 
Wouldn't Hermes be a better choice? He can sass better than Zeus, and might be able to coax out a little extra info, due to not being Hades' most disliked god. Then, when Hades leaves, he might have a way of spreading the info to the other prisoners. He is the messenger god, after all.
Part of the reason Zeus is more useful is that he's had years and years of experience acting as a leader. And given Zeus is remarkably better at what he does and is less of a dickbag, widely like by most (Prometheus aside) in this Disney canon, we can trust he actually is good at his job. Or that's how I'll be writing him - I take some inspiration from just a simple conversation between him and his son where he has to gently explain that being a famous well renowned person, doesn't make him a Hero. I think it's worth exploring Zeus in that regard; it's simple to depict him as an arrogant asshole that thinks he knows best, but I think it'll be fun to show that he actually does know what he's doing, aside from a few blindspots.
 
Huh, there's a thought. The Titan with the gift of foresight, who sided with the Olympians, and is generally humanities patron. Imprisoned by Zeus, but not Hades...

Though it would probably require a crit success for that to work out.
I'm pretty sure this Zeus let Prometheus go free after Hercules swayed him on that debacle. He admitted to being wrong even.
 
As much as that'd be good I don't think we actually can do that. To bring someone under our food we'd need influence, force, something they need, or some combination. And well, we don't have any of that over them. It's a collective with very sporadic origins so influence over one is not gonna work for another, force wise they might be more of a threat to us than we are to them, and while we do have trade with them I don't think we offer them anything they can't just get elsewhere/take if push came to shove.
I was going to suggest positive reinforcement like paying them to hunt larger and more dangerous threats with little add ons like they aren't allowed to kill the local wildlife so much and mabye subsidising the with experts so their always on the hunt for some large threat instead of randomly flying around and devastating ecosystems
 
Huh, there's a thought. The Titan with the gift of foresight, who sided with the Olympians, and is generally humanities patron. Imprisoned by Zeus, but not Hades...

Though it would probably require a crit success for that to work out.
Prometheus is already free, and is a friend of Hercules, Hades only won at the time of the movie, the cartoons happened first, and Hercules freed Prometheus there, Zeus was convinced that what he did to Prometheus was wrong, and apologized to Prometheus.

Hades was also the one who talked Zeus into, first forcing Prometheus and Hercules into a trial by fire, and the one who turned the eagle that had been eating Prometheus's liver into a fire bird, so I don't think Prometheus is too fond of Hades, he's probably not too fond of Zeus either, but he's fond of Hercules, and he's fond of humanity, so I don't think he will take Hades side, as Hades rule is not exactly good for humanity, sure there's plenty of food due to Persephone, but Hades has unleashed a bunch of monsters that now feed on humanity, combine that with the fact that Hercules oppose Hades, and I think the best Hades can hope for with Prometheus, is that Prometheus decide to not actively oppose him.
 
Part of the reason Zeus is more useful is that he's had years and years of experience acting as a leader. And given Zeus is remarkably better at what he does and is less of a dickbag, widely like by most (Prometheus aside) in this Disney canon, we can trust he actually is good at his job. Or that's how I'll be writing him - I take some inspiration from just a simple conversation between him and his son where he has to gently explain that being a famous well renowned person, doesn't make him a Hero. I think it's worth exploring Zeus in that regard; it's simple to depict him as an arrogant asshole that thinks he knows best, but I think it'll be fun to show that he actually does know what he's doing, aside from a few blindspots.
I admit to having a hard time separating the different Zeuses. People talk about him being a nice guy and I keep picturing an unholy conglomeration of his mythological tomfoolery, like all of the dickbaggery all at once forever. Its like some sort of abomination rises above the horizon that is like a dozen giant swan heads spewing from a billowing, lightning filled thunderhead like King Ghidorah on LSD and Viagra. Golden showers spilling down to impregnate everybody, like fucking everybody, while they are transformed into varying livestock as the sea consumes the land around them. Somebody gets nailed to a burning wheel somewhere in the background while erotic saxophone music blares.

Its really hard to keep that distinction in my head. But I shall endeavor.
"Look kid, I'm trying to tell you that you're dead! I'm offering you a deal here to maybe, not be dead, and you're off being a childish brat!"

"I know you are but what am I? Anyways, have you seen the Lost Boys down here, I can't find em anywhere!"

Sudden ideas for dead characters to appear has stricken me.
If there were elements of the Book Peter there the Lost Boys would be hiding.
 
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Hades already realesed some gods, and he was tweaked to not be as bad a disney hades, way better than DVV hades. Zeus is basically on a cell, an chances are if this fuck up get bad enough he can be pressured to release zeus
 
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Hades already realesed some gods, and he was tweaked to not be as bad a disney hades, way better than DVV hades. Zeus is basically on a cell, an chances are if this fuck up get bad enough he can be pressured to release zeus
Yeah Hades already released some gods, which just show how desperate he are, because do you think most of those gods are actually loyal to him? I would think not, not after Hades unleashed the Titans on them, and locked them up, they're working with him for now for the sake of Greece, but if Hades released enough of the gods, that a battle between him of them would end with them winning, then he would probably find that they very quickly betrayed him, which is completely fair, a traitor can't expect loyalty.
 
Turn 9
Aladdin couldn't help but feel like, even with the situation developing to the east, Lemuria and the East India Trade Company breathing down his neck, and the impending meeting with Davy Jones... Where had he been going with this again? Yeah, even with things with Agrabah and Jasmine looking a lot better, the next few months looked like they were going to be plenty stressful for quite a few reasons.

At least he wasn't having to handle it all alone...

Turn Start City Funds: 14,734
City income: 21,500
Income Reduction removed.
  • 8,000 Medicines, plants, rare animals, pelts and dyes
  • 500 Increased trade from housing expansion
  • 500 Increased Tax Revenue
  • 1,500 Trade with Xiang-Wu
  • 500 Taxes from integration of Mongols.
  • 3,000 Salt harvesting
  • 3,500 Crossbow sales
  • 4,000 Trade with Atlantis
  • Current Upkeep costs: 3000 Greenhouse, 1,000 Salt Harvesting, 500 Night Fighters Facilities, 500 Crossbow manufacturing
    • 5000 Upkeep total
  • Actual Income: 16,500
---

- [][Martial] Have the hunters look for warbeasts specifically
The menagerie is impressive. The War Beasts inside of it even more so, but after seeing Genie Aladdin knows that as impressive as an armor-clad rhinoceros is, there are tougher and more dangerous things out there. See if the hunters of Ababwa can find some to add to the War Stable.
DC: 70/80/90/100
Cost: 1000 gold

-[][Martial] Train a prehistoric animal for War.
With Tai Lung opening up the crystals and giving Frosting access to the creatures preserved within, it may be possible to train these ancient beasts as potent weapons of war. Success will result in Frosting successfully figuring out how to utilize one of the creatures at random for combat purposes and create a new special unit to deploy to conflicts.
DC: 95
Cost: 250 Gold

- [][Martial] Fanning the Fires of Rebellion
Shan Yu's empire is broken, and the warlords of his hoard now scramble for the pieces. The biggest player in the realm seems to be Lord Shen and his gunpowder weaponry. But he's still another invader. There's also the Resistance. Covertly send some of your men to the Broken Empire to help start stabilizing the place. Of course there are options for how to go about doing that...
-- [] Support the Resistance
-- [] Support "Lord Shen"
-- [] Create a third faction attuned to Ababwa's interests.
DC: 50/65/100
Cost: 8,000/6,500/15,000 Gold

-[][Martial] Lean on Me
Xiang-Wu is facing an assault of epic proportions. Food, property, people. All of them are being taken by Hunnic raiders who have slipped Shan Yu's leash. Send a detachment of soldiers up to help reinforce their borders and as a sign of friendship and good will.
DC: 75 -10 (Good Friends) = 65
Cost: 2,000 Gold

- [][Martial] Cross Training
Expand on the initial cadres of specialists you have, cross train more soldiers in a specialty. Allows specialists to be spread more evenly throughout the army.
-- [] Swordsmen
-- [] Night Fighters
DC: 75
Cost: 0 Gold

- [][Martial] Engines of War
The lack of siege engines is understandable due to the terrain around Ababwa; but it probably wouldn't be amiss to perhaps have a few in your arsenal just in case. Find an engineer to construct some using the iron-hard timber harvested from the Forest.
DC: 70
Cost: 9,000 Gold; Upkeep cost of 500 gold per turn

- [][Martial] Bigger is Better: Ababwa may be looking to expand again, rather soon. It might be well worth it to expand the army to have the surplus troops and infrastructure that would be able to hold down more territory instead of needing to be expanded after the fact.
DC: 90
Cost: 10,000 Gold

- [][Martial] Setting Down Roots
The Commanders that have been assigned to the various cities in the North, along with their garrisons, have had several months to settle in and become familiar with the people. Why not make it a permanent solution and just appoint them as the administrators of the cities? Lowers DC of A Soldier's Life to 45, lowers cost to 2,000. Impacts choices for Northern Satraps going forward. (Incompatible with "Hire Local" and "Fresh Faces!".)
DC: 1
Cost: 0

- [][Martial]Forging a Red Sword
With all of the issues that are springing up that require a martial solution, Ahmed is looking at expanding his staff to better handle all of the moving pieces without letting anything fall between the cracks logistically or martially. Gain a second Martial Action.
DC: 120 (Heroes assigned to this task may substitute their Learning for Martial)
Cost: 2,000 Gold, 500 Gold Upkeep per turn after

- [][Stewardship] Prospect for new resources
Genie set up Ababwa to be in an ideal spot, but just because the city is tapping into local resources doesn't mean that it's using all of the local resources available to their fullest potential. Have some people scout for untapped resources in the principality and protectorates.
-- []In the North
-- [] In the West
DC: 65/85
Cost: 1250/2000 Gold

- [][Stewardship] Something's Fishy...
Ababwa now has access to the Caspian Sea thanks to their armies holding the Northern Satraps. This is a prime opportunity to get up there and start building fisheries to take advantage of the plethora of sea life there. Especially the roe of the Beluga Sturgeon which calls those waters home. Gain additional income of 2,500 Gold per turn, increased acceptance in the Northern Satraps for providing jobs and infrastructure. Upkeep cost of 1000 Gold per turn.
DC: 80
Cost: 6,000 Gold

- [][Stewardship] Fresh Faces!
Sinbad will go through an exhaustive list of candidates from around Ababwa to pick out the best potential administrators and leaders to take over from the Commanders, allowing the army units stationed there to slowly stand down and return to Ababwa proper while the new local city guards are trained. Removes upkeep cost from Northern Satraps, makes them Protectorates of Ababwa. (Incompatible with "Hire Local" and "Setting Down Roots".)
DC: 100
Cost: 4,000 Gold

- [][Stewardship] Going Greek!
The access to the Caspian Sea presents an opportunity to potentially make contact with new potential trade partners. There's a large river that acts as a conduit between the Caspian Sea and the upper-most regions of the Black Sea. Sending traders out via that route, they could potentially hug the coastline and make it to the eastern-most areas that fall under Greek control. New options unlocked!
DC: 70
Cost: 3,000 Gold

- [][Stewardship] Always Under the Same Sky
With the complete map of the stars that Chiron and Will have compiled, selling these before anyone else starts circulating them could net a very tidy profit. Especially from the EITC and the Pirate Lords. And thanks to the University, you don't even need to set up new infrastructure to print them! Gain 2,500 Gold income for sale of star maps to various parties.
DC: 65
Cost: 500 Gold, 150 Upkeep cost

- [][Stewardship] Expand trade district
The trade district for Ababwa is decently sized, but there's room to expand, and the new room may also draw in new merchants looking to get in on this lucrative market. (Increase in income by 500 gold per turn)
DC: 35
Cost: 1500 gold

- [][Stewardship] Expand housing district
No one in Ababwa goes without a roof over their heads, that's one thing Genie made very sure of. But there are always people coming into the city; and some of them might wish to stay. Expand the housing district to make sure that there's room for all. (Allows for additional population within Ababwa; gain +500 in income per turn from increased trade and taxes)
DC: 35
Cost: 2000 gold

- [][Stewardship] Set up a Trade Agreement with Agrabah independent of any marriage.
Even if things between the Princess and Aladdin fall through, Agrabah would be an important trading partner to have. Send some diplomats to set up a trade agreement independent of any marriage that may or may not occur. Improves income by 1000 gold per turn.
DC: 45
Cost: 2500 Gold

- [][Stewardship] Set up a Trade Agreement with the Kingdom of Lemuria
While the time to initially strike has passed, it's still possible to make use of the interest that Lemuria is showing in Ababwa (and it's prince) to leverage some trade deals. Uxia certainly seems open to the matter. Increases income by 1,000 gold per turn. New options unlocked. May have other effects.
DC: 65
Cost: 1,000 Gold

- [][Stewardship] Set up a Trade Agreement with Maldonia.
With the sea access that Ababwa now enjoys, as well as the open route to Agrabah with the removal of the Sand Witches, opening trade with the kingdom of Maldonia is now a possibility. Send out some envoys to negotiate an agreement. Improves income by 1500 gold per turn.
DC: 65
Cost: 2500 Gold

- [][Stewardship] More Hands on the Wheels
Sinbad needs to start delegating soon; the massive amount of land that Ababwa has accumulated so quickly means that there are hundreds of different potential ways to make more money for the kingdom, but he's unable to stop and pursue them thanks to having to focus on other issues.
DC: 100
Cost: 2,000 Gold, 500 Gold Upkeep per turn after

- [][Diplomacy] Establish a diplomatic embassy in Agrabah
Agrabah is a meeting point for many of the trade routes on the African continent; and as such not only does it receive a panoply of trade goods, it also collects information from the rest of Africa. Having a diplomatic office there means that not only will that information reach Ababwa faster, but your diplomats will be able to jump on opportunities as they arrive.
DC: 25
Cost: 500 Gold

- [][Diplomacy] Establish a Diplomatic Embassy in Xiang-Wu
With the great relationship between Ababwa and Xiang-Wu at this point in time, setting up a diplomatic embassy would go a long way towards allowing Ababwan operations to move through the area faster, as well as allow for a quicker capitalization on any new developments in regards to the kingdom.
DC: 50
Cost: 2,500 Gold

-[][Diplomacy] Fit for a Prince(ss)?
The Maldonian Crown Prince and his wife are expecting their first child. Sending an appropriate gift to celebrate the occasion will be a good gesture on the part of Ababwa and show that we're looking to be friends. From the information that has leaked out of the kingdom, Princess Tiana is very fond of cooking and quite skilled as well as very practical. A large supply of hard-to-get spices and ingredients sourced through Xiang-Wu and India would likely make an appropriate gift while still being of actual use to the soon-to-expand family. Improves relationship between Maldonia and Ababwa
DC: 40
Cost: 500 Gold

-[][Diplomacy] People are what they Love
The EITC is looking to make inroads with the Ababwan markets. Meet them halfway and open up further diplomatic discourse. See what all they want and try to get their true character nailed down.
DC: 65
Cost: 500 Gold

- [][Diplomacy] Ever-Widening Web
Scherezade is hard-pressed these days to keep her finger on the pulse of all of the activities going on around Ababwa. And as the influence of the Principality extends, her ability to focus on specific areas will be stretched even thinner. She needs more help; more eyes and hands to get things done. Gain second Diplomacy Action
DC: 120
Cost: 2,000 Gold, 500 Gold Upkeep per turn after

- [][Diplomacy] Hire Local!
The people that know the North best are those that have lived there all their lives. Who better to put in charge of the place? Scherezade will go through the exhaustive list of candidates to pick out the best potential administrators and leaders to take over from the Commanders, allowing the army units stationed there to slowly stand down and return to Ababwa proper while the local city guards are filled and trained. Removes upkeep cost from Northern Satraps, makes them Protectorates of Ababwa. (Incompatible with "Setting Down Roots" and "Fresh Faces!".)
DC: 110
Cost: 2,000 Gold

- [][Diplomacy] Send Envoys to the (East/West/North/South)
--[] East: According to the maps you have the Hunnic States and the Silk Road lie in that direction. A good chance for profit! And to perhaps head off raids.
--- [] Lord Shen DC 50
--- [] The Resistance DC 80
--- [] Shan Yu DC 130
--[] West: going in the opposite direction puts diplomats on the road to Agrabah, and beyond that, Egypt and Maldonia!
--[] North: Northwards lies the Turks, and across the Mediterranean are the Greeks; and other lands even further beyond!
--[] South: Headed southwards on the other hand takes the diplomats to the sea, and from there it's either engage the services of a ship, or follow the coast to the south-west, plunging into the heart of the African continent.

Sometimes the outstretched hand is the better leadoff than the clenched fist. See if you can make diplomatic connections with any of your neighbors that you don't have already.
DC: 35/50/65/90
Cost: 1000 gold

- [][Diplomacy] Attempt to bring in nearby satraps as protectorates
Friends help friends, but sometimes a friend needs more help than you can give them as a friend. But if they joined you as a vassal they'd probably be able to get the help they needed. Attempts to convince the leadership of a friendly satrap to join as a protectorate under Ababwa's banner. Sets up a trade office, a diplomatic outpost, inserts spies and scouts the place for any resources that they may not have realized. Gains variable income, resources and possibly Hero characters.
-- [] Eastern Satraps
DC: 80
Cost: 4000 Gold

-[][Diplomacy] Speaking to the Sirens
With Lemuria having made the first move, the ball is now in Ababwa's court as to how to respond. Send diplomatic envoys of your own to Lemuria specifically, and begin opening discourse with them.
DC: 75
Cost: 500

-[][Diplomacy]As Above, So Below
Making political contact with a god is a tricky business, especially ones as mercurial as Hades and his wife are reported to be. And especially with the incipient birth of a new divine child. Do the polite thing and send the Lord and Lady of Olympus and the Underworld an appropriate gift to celebrate the imminent arrival of a new divine spark.
DC: 60
Cost: 2,000 Gold

- [][Intrigue] Cast your net out further, begin expanding your intelligence network
There are far more things going on than any one kingdom could keep track of. But the Spymaster is doing his best. Unfortunately, with the new additions to Ababwa, there's no way that he can handle it all himself anymore. Give Haroud the funding and facilities he needs to properly expand out his network of spies and contacts in order to deal with all of the incoming information and news as efficiently as possible. Gain a second Intrigue Action per turn.
DC: 110
Cost: 2000 Gold, 500 Upkeep per turn

- [][Intrigue]Like Thieves in the Night
Haroud has been intrigued and impressed by the night-fighting training that Tai Lung gave to the Nightingale's. He's requested the Kung Fu Master give his own agents a run through the course in order to work out any flaws in their technique, or correct any bad habits
DC: 70
Cost: 500 Gold

- [][Intrigue] Now Hiring!
Haroud is adamant that he needs more people, both to help expand out his network, as well as
to see if he can find people that are good enough to be used for special assignments. Potential discovery of new Heros, may also gain extra information on an area. Repeatable.
--[]Have Haroud focus on a specific region
---[] Where?
DC: Variable
Cost: 1,500 Gold

- [][Intrigue] A Golden Opportunity
These rumors of strange golden items are intriguing. Send agents to scout out the southern Satraps to see who has been turning up these strange pieces, and perhaps where they're coming from.
DC: 70
Cost: 2,500

- [][Intrigue] Plotting a Course
This talk of pirates is intriguing. Have Haroud send out his men to investigate the rumors of these corsairs and see how much is truth and how much is grog-induced fiction. Chance to make contact with one of the pirate crews.
--[]Nemo
--[]Davy Jones
DC: 40, 75, 115
Cost: 2000 Gold

- [][Intrigue] Digging up Roots
Haroud is fascinated by Tai Lung, and the news regarding the other animal people that have emerged in China. He wants to send some people to see if they can backtrack the big cat's movements and find out where he came from.
DC 80
Cost: 2,500 Gold

- [][Intrigue] Eyes on the East
The situation in China has gone beyond untenable. Ababwa needs some actionable intelligence, not just fifth-hand rumors. Send out a group of agents to investigate the factions there. Gains more information on what's happening in China, also may reduce DCs involving said faction.
-- [] Shan Yu DC: 145
-- [] Lord Shen DC: 50
-- [] The Resistance DC: 120

- [][Intrigue] Anchors Aweigh!
The Pirate Lords aren't the only forces on the seas. With the EITC now knocking at Ababwa's doors, it's probably time to begin infiltrating their ranks; one way or another, to find out for sure what their goals are, their practices, and if they're someone worth working with.
DC: 65
Cost: 1000 Gold, 250 Upkeep per turn

- [][Intrigue] Needing a Hand
Never one to sit on an opportunity, Haroud will send a message to the King of Thieves, requesting that the Forty Thieves hit a particular target in order to sow confusion, or steal something of particular value to Ababwa (along with anything else the Thieves decide to grab for themselves).
-- [] The Mao Kun Map is currently in the hands of one of Shan Yu's warlords. Have the Forty Thieves relieve him of it, and help themselves to the rest of his treasury in the process.
DC 90
Cost: 20,000 Gold
-- [] The gold reserves of Lemuria are incredibly deep. Have the Thieves go and liberate some of it to line their own pockets. And put Lemuria off balance in negotiating trade terms.
DC: 70
Cost: 8,000 Gold
-- [] Write-In (DC and Cost will be determined by GM and put in the thread)

- [][Intrigue] Hiding in the Mists
The Kingdom of Lemuria is an enigma, the Southern Satraps shouldn't have been able to consolidate so quickly. Nor do they have a history of having access to much gold. Something's going on there, and as spymaster of Ababwa it's up to Haroud to figure out what...
DC: 60/110
Cost: 1,200 Gold

- [][Intrigue] The Man In Red
Will and Chiron's tidings of this strange man in a red cloak are unsettling to hear about, and Haroud only glanced at the copy of the drawings they'd made before shutting the scroll tightly. Not a cipher he'd ever seen, and if it was; not one he was inclined to try and translate. Perhaps it would be best to have the source of the drawings on-hand? Send men out to find where the Man in Red is, and if possible, detain him for questioning.
DC: 95/120
Cost: 500 Gold

- [][Learning]Assign Chiron to assist a Hero
-- []Which Hero?

- [][Learning] Tinker, Tailor, Engineer...
Considering this is a magical kingdom literally wished into existence, you wouldn't put it past Genie to put some sort of fantastically intelligent individuals into it. See if anyone has put together any interesting bits and bobs, and made something convenient out of it (Invention roll, random chance)
DC: Variable
Cost: 0 Gold

- [][Learning] My Armor is like Tenfold Shields
The dragon skin that has been donated by the Huntsmen is a fascinating substance. Even after being separated from the body for so long, it still remains as pliant and flexible as it had been while alive. What other properties does it hide? Conduct all manner of tests to determine the properties of the skin.
DC: 100
Cost: 1,500 Gold

- [][Learning] Mastering Magic
Leah's sudden reveal of magical abilities has Chiron wondering how many other people may have the spark, even unknowingly using it. Search through Ababwa to see if any more potential magicians/sorcerers/wizards/whatever they want to call themselves, can be found.
DC: 90
Cost: 2,000 Gold

-[][Learning]Awakening the Past
The animals that were brought back from the Valley of Frozen Time are incredible specimens. Have Tai Lung begin breaking them free of their prisons in order to begin studying them. The zoological department of the university is alight with interest as to their behaviors and habits. There's just the matter of making sure that they have properly secured enclosures...
DC: 0
Cost: 9,000

-[][Learning] Untapped Market
A missive has arrived from the far north, from a man known as Viggo Grimborn. He is apparently in the business of capturing dragons, and was pointed in your direction by the Elite Global Hunstmen's Club. He's interested in possibly selling dragons to you rather than to Bludvist, and seems very interested in the concept of a menagerie. Frosting of course is over the moon at the idea. Send someone up north to see what Viggo has to offer, and what he's asking for them. Unlocks other opportunities.
DC: 75110
Cost: 4,000 Gold

- [][Learning] What's up Docs?
The doctors and scholars of the University are hailed as some of the best and brightest. Maybe see what they're working on as side projects? (Unlocks new Learning actions)
DC: 20/30/70/90
Cost: 0

- [][Learning] A Spoonful of Sugar...
One of the propositions that crossed Aladdin's desk was to create clinics and hospitals throughout Ababwa. Places where the injured could be treated quickly using methods and medicines developed at the University. If successful the action will be locked in for two turns. Aladdin gains even more popularity, general health of the citizens improves, and increases citizen quality of life.
Update: The Greenhouse drastically cuts the costs of upkeep and supplying these places initially.
DC: 85
Cost: 8,000 Gold; Upkeep cost of 1000 Gold per turn to keep them supplied and staffed.

- [][Learning] The Heart-Shaped Herb
There have been notations of an incredibly useful herb found in the medical records of the University. One that Chiron recognizes, but said had been growing rarer over the years as it was used for many different medicines and other applications. The University wants to fund an expedition to Greece to find any remaining samples of this herb, and bring back cuttings and seeds to preserve it as a subject of medical experimentation. Opens up new avenues of medical study, has the possibility to enhance medicines already in use. Adds +500 Gold to Income per turn.
DC: 75
Cost: 2,500 Gold

- [][Learning] He Ain't Heavy...
While Chiron is currently the only non-human you have as a citizen, there's no guarantee that that will remain the case. It may be a good idea to get ahead of the problem and fund a program to work out the kinks and issues of treating non-human beings for injuries and illnesses. Removes any malus in healing non-humans, gives Ababwa a greater reputation as a place of sanctuary for all.
DC: 100
Cost: 5,000 Gold

- [][Learning] Train Physicians
While the clinics and hospitals would be a great boon, you can also fund a program to train traveling physicians that are able to go to those that cannot come to the clinics. . Raises Ababwa's reputation as a place that cares for its people. +1500 in increased revenue due to fewer people being laid up and unable to work.
DC: 90
Cost: 8,000 Gold; Upkeep Cost of 1000 Gold per turn

- [][Learning] Getting a Leg Up
Chiron's prosthetic leg is a marvel, and one that, if developed correctly, could very well assist many who have lost limbs. It will require hiring engineers to work with the doctors in order to figure out the right mechanics and the best compromise between limb functionality and structural integrity. Allows for the construction of advanced prosthetics for those that have lost limbs. (Think Hiccup's leg from How to Train Your Dragon).
DC: 80
Cost: 3,000 Gold

- [][Learning] A Green Thumb...
Developing natural medicines based on the herbs and plants available to the city is probably a good idea. A lot of home remedies tend to be mostly useless, but there's occasionally a nugget of something to be found. Cuts upkeep of hospitals, Physicians and clinics by -500 Gold.
DC: 50
Cost: 1500 Gold

- [][Learning] Renewal and Rejuvenation
Legends speak of a magical tree known as the Tree of Renewal. Not only is the fruit capable of healing wounds and even removing scars and blemishes, but it's most potent effect is the ability to break curses placed upon the person eating the fruit. Your doctors are salivating at the thought of such a treasure, and wish to acquire samples to see if another tree can potentially be grown from the seeds.
DC: 90
Cost: 7,500 Gold

- [][Learning] It's Just Gibberish! ... Isn't It?
Chiron believes that there are actual words in some lost tongue hidden in the markings that he and Will copied. He's willing to put the effort into trying to unscramble them. Even if he feels hungover after each attempt to decipher them so far...
DC: 100
Cost: 0

- [][Occult] Now you See Me
The example provided by Leah and Cabe of the potion of invisibility had left quite the impression. Even if they were short-lived they could make for a powerful tool in the hands of your army's scouts... or the agents of Haroud's network. Commission as large a batch of the potions to be made as possible. Reduces DCs for scouting and intelligence gathering actions.
DC: 75
Cost: 6,000 Gold, Upkeep cost of 1,000 Gold per turn to keep the potions stocked up.

-[][Occult] Facets in Fate
Zummi seems very interested in opening correspondence with the Guardian of the Destiny Stone. But it may take some effort and gold to find a courier willing to go back and forth to the remote temple and not give up its location.
DC: 60
Cost: 1500 Gold

-[][Occult] One Frozen Moment
The Valley of Frozen Time sounds like an incredible place for investigation, the preservative qualities of these crystals and the way they react to Tai Lung's chi are mind-boggling. Send a proper expedition out to investigate the valley and perhaps figure out what that blue glow was.
DC: 70
Cost: 6,500 Gold

-[][Red Rum
Though none of you actually visited the Valley of the Crimson Sands, it may be a good idea to look in on the place and see what it's like. If nothing else making sure that no budding necromancers have set up shop would probably be a good idea.
DC: 90
Cost: 8,500 Gold

- [][Occult] Knowledge is Power
While the university's current library is very impressive, perhaps you should see what texts you can obtain to fill it out a bit more? Increases the references within the library, opens up new potential discoveries or adventures.
DC: 75
Cost: 8,000 Gold

- [][Occult] Seeing Between Spaces
The copies of the notations made by the Man in Red are disturbing to look upon, but perhaps Zummi may be able to translate them with less potential danger of blinding headaches than Chiron and his scholars could?
DC: 100
Cost: 0

- [][Occult] Tomes, Trinkets and Treasures
Scour the University library for any magical references. Even if there are no magicians or sorcerers in the kingdom, there may be references to them, or to artifacts of power that can be used for the good of the kingdom in the University library. Scour the shelves and try to find anything. May lead to relics, heroes or adventures.
DC: 65
Cost: 0 Gold

- [][Occult] Hidden Hollows and Gilded Glens
Find out if there are any local legends about magical creatures or beings. Even if Ababwa was spun up out of whole cloth, Genie wasn't one to just lay out everything in the open. No, he'd seed little surprises into the mix to keep things interesting. Such as integrating magical creatures or beings into the kingdom in some manner. See if there's any hint to them to be found.
DC: 60
Cost: 2000 Gold

- [][Occult] Tonics, Tinctures and Tablets
With the advent of the Greenhouse, it's now possible for the Mage to begin experimenting with how to produce certain potions. Not all of them are guaranteed to be hits, but it's possible he may be able to tease out some exceptionally useful concoctions. From there it's a matter of developing them for stable and consistent brewing.
DC: Variable
Cost: 500 Gold

- [][Occult] Every Little Piece
Zummi isn't quite sure what all these reagents harvest from the Dreaded One are capable of, or what kind of preparations they need. He's going to need to do a lot of dedicated research on this.
DC: 90
Cost: 0 Gold

- [][Occult] Dark Wings in the Night
Zummi captured a spirit of some kind that was inhabiting the corpse of a crow. Where did it come from? Why was it chasing Holly? Who was it threatening to tell about Leah's abilities?
DC: 80/110/150
Cost: 1000 Gold for ritual circle components

- [][Occult] Unscrambling an Identity
The find of the dragon's egg has everyone curious as to what kind of dragon it will be. The knowledge of Drago Bludvist's Bewielderbeast has made it quite clear that there are many, many different types of dragons. Some are fiercer than others or require special care. Zummi will do his best to use all the resources at his disposal to identify the species of dragon within the egg. Or at least, try and figure out how close it is to hatching...
DC: 35/75
Cost: 0 Gold

Note: Aladdin only has one free Personal Action this turn, as the other is locked in for the meeting with Davy Jones.

-[X][Personal] Meet with Davy Jones
The Devil of the Deep has called a meeting. Aladdin has no choice but to answer.
Diplomacy DC: Variable

- [][Personal] Bow Flex
Train with the bow. Aladdin feels at once familiar with a bow and like he's never really handled one in his life. Take some time to work on his archery skills and see how good he really is. Gain +1 Martial. Chance of gaining a trait.
DC: 1/95

- [][Personal] Balancing the Books
Now that Aladdin has gotten past his mental block, he needs to continue improving his understanding of how economics works on the macro and micro scale. Sinbad is willing to help the young Prince in this effort. Gain +1 Stewardship. Chance of gaining a trait.
DC: 1/95

- [][Personal] A Cover is not the Book
Look into knowledge pertaining to People - You've a cheap sort of charm to you, but that's not going to cut it forever, especially now that you're in the big leagues. Try and figure out how to talk in high society, maybe the Sultan or Jasmine can help? Gain +1 Diplomacy. Chance of gaining a trait.
DC: 15/95

- [][Personal] Old Dogs with New Tricks
Aladdin is pretty slick and cunning, and with Abu watching his back he's even more so. But he's hardly a mastermind of intrigue and deception. Haroud may have some tips and tricks to pass on to the younger generation of ne'er do wells. Gain +1 Intrigue. Chance of gaining a trait.
DC: 25/95

- [][Personal] Cram Time
Study at the University. Aladdin's not dumb, but he never exactly got the chance for a real education. Time to remedy that! Gain +1 Learning. Chance of gaining a trait.
DC: 1/95

- [][Personal]This Mystical Land of Magic and Sand
Aladdin knows just enough about magical beings and items to know that he doesn't know nearly enough for his own good. Better see if he can rectify that. Gain +1 Occult. Chance of gaining a trait.
DC: 1/95

- [][Personal] Visit Jasmine
While Jasmine wants to take things slow and do courtship by letter and correspondence, a bit of spontaneity is good for a relationship, right? Drop in on Carpet with a couple of Aladdin's personal guards. She may or may not be happy to see him though... Can affect relationship with Jasmine.
DC: Variable

- [][Personal] Correspond with Jasmine
Better to stick to how Jasmine wished to conduct things. Pen her a letter, tell her about Ababwa and what's been happening. Barring any state secrets of course... Can affect relationship with Jasmine.
DC: Variable

- [][Personal] Life's a Zoo
Visit the Menagerie (pick out a mount and/or just stress relief). The Menagerie is a great place to relax and watch the animals just live their lives. Though since Abu is no longer an elephant, Aladdin may need a new animal as a mount for when he can't take Carpet. See what animals the Menagerie has to offer that can be trained as mounts.
DC: 60
-- [] Train specifically with the Sirrush
DC: 30
Cost: 0 Gold

- [][Personal] A Talented Twisted Tongue
Aladdin's sick of not being able to speak to people in their own language. Make a serious effort to learn the native language of one of the Heroes or Advisors that resides in Ababwa.
-- [] English
-- [] Chinese
-- [] Greek
-- [] Konkani (Dialect of West India)
Learning DC: 55
Cost: 0 Gold

- [][Personal] Getting to Know You (Better)
While Aladdin is generally familiar with his advisors now, talking to them a bit more could uncover new sides to them, or new insights into how they see the world.
-- [] Which Advisor?
DC: Variable
Cost: 0 Gold

- [][Personal] Get to know a Hero better
This may give you greater insights into their past, provide clues in how to help them with their personal goals, and increase their personal loyalty to Aladdin.
--[] Write-in which Hero
DC: Variable

- [][Personal] Bigger than you Believe
While Cade has been incredibly supportive and happy for Leah after her development of her powers, not to mention her managing to master them, Aladdin has spotted the young man occasionally looking forlorn. Perhaps he needs a talk with a big brother figure? And Aladdin's the best fit for that role. May unlock options for Cade to become some form of Hero unit.
Diplomacy DC: 65

- [][Will Personal] Will He Stay or Will He Go?
Will has made many friends in the time he's been in Ababwa. But his beloved Elizabeth is firmly entangled in the affairs of Atlantis. He can either decide to go with Elizabeth to Atlantis, or to stay and make use of the radio to try and keep up a long-distance relationship.
--[]Stay: Will stays, gain back all personal actions, new personal action added "Visit Elizabeth". Relationship with Atlantis stays the same, Elizabeth may come to Ababwa intermittently to see Will.
--[]Go: Will leaves for Atlantis. The Atlanteans are willing to give you an attache... of sorts, to make up for losing such a valuable ally. Improves relations with Atlantis, gains ??????

- [][Iago Personal] Lowest Common Denominator
Iago's well acquainted with the seamy side of life, but Ababwa seems too bright and shiny. There's gotta be some good old corruption and vice somewhere in this place! Puts Iago in contact with criminal elements, black market. Independent of Haroud.
Intrigue DC: 60

- [][Iago Personal] You Scratch My Beak...
Iago is well aware that you didn't hire him on for his good looks. He'll pitch in as best he can with projects. Just tell him where to put his effort in.
--[] Write in which task

- [][Iago Personal] What's Under the Hood?
Iago is an inquisitive... okay, he's nosey. He's obnoxiously nosey, and will stick his beak where it doesn't belong just to satisfy his curiosity. Like with what the deal is with the Mage and his acolytes besides the boy and girl. Iago susses out who and/or what the Mage and his other acolytes are and decides how to best utilize this information.
Intrigue DC: 110

- [][Iago Personal] What the Flock?!
Iago has quite a few contemporaries that have made their way to Ababwa now. Best to get the lay of the land with em' now rather than risk one of them deciding they didn't like him at an inopportune moment.
-- [] Which character?

- [][Jose Personal] Hospital stay
Jose Faria is a man who's been subjected to decades of abuse and malnourishment. He needs extensive rest, nutritional supplements, and probably more. Jose spends the next two months in the hospital convalescing. Reduces his "These Old Bones" Penalty by 2.
DC: 20

- [][Jose Personal] Magnum Opus
Jose spent his years in prison not only trying to escape, but using scraps of linen torn from his shirt combined with an ink made of wine and water to write out a work he calls "A Treatise on the Possibility of a General Monarchy in Italy." Naturally he doesn't have the original, but he's certain that he can recreate it.
Learning DC: 60

- [][Jose Personal] Exploring Ababwa
Ababwa is a fantastical city that Jose never even imagined. He wishes to familiarize himself with it's sights and sounds. Or perhaps merely to spend time in the sun with people around just to hear and see them.
Diplomacy DC: 30

- [][Jose Personal] learning Arabic
Jose is able to communicate thanks to his knowledge of languages, but it seems his grasp of Arabic isn't as comprehensive as anyone had thought. He'd been using quotes from books as a way to make his needs known, which Scherezade realized after speaking with him for a bit. Time to add another language to his lexicon!
Learning DC: 60

- [][Jose Personal] New Faces, Strange Places
There are so many intriguing people here that Jose never would have dreamed to meet in all his years. All of them are fascinating in their own ways; he simply must meet them all!
-- [] Which character?

- [][Jose Personal] The World's a Bit Bigger Now
The Upheaval has thrown everything into uncertainty. Jose wishes to find out as much as he can about the changed world in order to judge which pieces of knowledge he possesses will be the most helpful to his new benefactors!
Intrigue DC: 50

- [][Jose Personal] I'm Old, not Dead
Jose is more than willing to help Aladdin and Ababwa with any tasks that he can.
--[] Which task

- [][Tai Lung Personal] Training
Tai Lung is a fitness and training fanatic, and seems to always be on the lookout for new weapons to learn or styles of combat to fold into his own personal arsenal. And he's more than happy to have someone to spar with. Can allow other characters to increase Martial, allows Tai Lung to familiarize himself with new styles of combat and reduce his malus when encountering them.
-- [] hand-to-hand
-- [] weapons
---[] Which character to spar with
--[] Adaptation Training: Removes temperature malus as Tai Lung trains himself to use the Breath of Life technique without needing to concentrate on it.

- [][Tai Lung Personal] Masters of a Different Sort
While making friends and playing nice doesn't seem to be one of Tai Lung's strong points, he's at least going to try and make an effort to meet with the other people that are helping Ababwa grow and prosper.
-- [] Which character?

- [][Tai Lung Personal] Inner peace
Tai Lung seems desperate for some mental and spiritual equilibrium. As such he's working hard on achieving it through a combination of meditation and going slowly through martial art forms. They do seem to help him control his temper... Suppresses Neverchosen trait for the next turn.
DC: 40

- [][Tai Lung Personal] Matters Great and Small
Tai Lung is grateful for the place that he's been given in Ababwa, and is more than willing to assist in any tasks that Aladdin may need him for.
-- [] Which task?

- [][Tai Lung Personal] Walk the Earth
Helping the noncombatant residents of the kingdom or province that they're associated with is apparently a duty of Kung Fu masters, at least as Tai Lung tells it. He'll spend the next couple months moving around the protectorates and the principality itself in order to help the common folk with what issues he can. Tai Lung's name becomes known as someone looking to help.
Diplomacy DC: 60

- [][Leah Personal]Training with her Powers
Even though Leah has decent control over her powers, a little extra practice never hurts. Allows for a reroll on Nature Red in Tooth and Claw if failed. Also may allow Leah to realize abilities she currently doesn't have.
Occult DC: 80

- [][Leah Personal] Learning Alchemy/Chemistry
With her new ability to enhance the growth of plants and fungi, Leah is looking to expand her knowledge on how she could apply it to allow her to create useful concoctions in the field. Increases Leah's learning score and allows her to create simple potions in the field to help heal herself and her allies, or harm her enemies.
Learning DC: 75

- [][Leah Personal] Holding Court
While Leah has been here for a year now, she's not really interacted with many people outside of Zummi, Cade, the Council, and Zummi's other acolytes. Perhaps she should remedy that, with so many new faces in the palace.
-- [] Which character

- [][Leah Personal] Time with Cade
Cade and Leah have been practically joined at the hip since they came to the kingdom (Not like that you perverts). But with the advent of her powers and all the time spent training in them, it feels like a rift has begun to open between them. Time to remedy that!
Diplomacy DC: 50

- [][Leah Personal] Speaking with Holly
Holly is such an interesting person! And so adorable to boot! Perhaps Leah can get a bit more information out of her in regards to where she came from and what brought her so far away?
Diplomacy DC: 75

- [][Leah Personal] Wood and Steel
For all her poise and grace, Leah has a surprisingly martial mindset when roused. Now that she has these powers, she wants to figure out how to use them in combat, and how to integrate what she already knows of fighting with bow, blade and buckler into that.
Martial DC: 70

- [][Leah Personal] A Little Elbow Grease
With her expanded capabilities, and Zummi's newfound grasp of Arabic, Leah is now free to help out in a larger capacity. She can be assigned to a National task.
-- [] Which task?

- [][Selous Personal] All Creatures Great and Small
The menagerie of Ababwa is an astounding place, truly ahead of its time even if it's also being used to house creatures for warfare. Even then they're cared for well and given comfortable enclosures and good food. Selous is curious to find out all of its inhabitants. And perhaps give this "Frosting" some tips on how to prepare enclosures for even more exotic beasts. Increases Selous' favorable opinion of Ababwa.
Learning DC: 50

- [][Selous Personal] Linguistic Exercises
While his Zulu and Swahili are excellent, Selous' Arabic is barely passable. Best to remedy this is he intends to stay here for any length of time, especially if he doesn't want to constantly need to ask for someone to interpret for him.
Diplomacy DC: 70

- [][Selous Personal] Chronicles of Danger
Selous has a unique insight into how things stand in the Indian Jungle as of right now. Committing it to paper before the memories totally fade would probably be a prudent course of action; who knows when that knowledge may come in handy?
Learning DC: 70

- [][Selous Personal] Restocking
Selous is eager to get out on the hunt once again, but before he does that, he'll need to resupply his store of ammunition. Thankfully he policed all of his brass, and he can see about contracting an alchemist to construct the necessary tools to create more bullets. After making damn sure that they won't spread the knowledge unless he either gives his leave, or is verifiably dead.
Martial DC: 90

- [][Selous Personal] Never Too Old
Selous is more than happy to lend a hand in order to feel like he's earning his keep. He can be assigned to a National Task
-- [] Which task?

Available Heroes:
Aladdin
William Turner
Iago
Leah
Tai Lung
Jose Faria

-[][Adventure] On a Wing and a Prayer
Aladdin has found a reference to the legendary birds known as Rocs, and that there was once a nesting site in the mountains of what used to be Persia. Dispatch a team of heroes to investigate and try to retrieve any remaining feathers that may have been left in the nest; or any other treasures to be found there. Maximum of 4 heroes to a team
--[] Write-in which Hero
--[] Write-in which Hero
--[] Write-in which Hero
--[] Write-in which Hero

-[][Adventure] Around the World Map
Cade's research has uncovered clues leading to the potential resting place of the Mao Kun Map, a mystical document that uses Feng Shui and the Harmony of the Leylines to trace routes to various mystical treasures and places of power. Whoever has the Map right now may also have other valuables they can be relieved of as well! Maximum of 4 heroes to a team
--[] Write-in which Hero
--[] Write-in which Hero
--[] Write-in which Hero
--[] Write-in which Hero

-[][Adventure] Armor of the Hair Apparent
Zummi has found reference to an artifact known as Babr-e Bayan. A suit of armor that is supposedly proof against fire, water, or weapon. As artifacts go, that's one that has a lot of potential to save lives during other excursions. Send out a party to uncover it's resting place.Maximum of 4 heroes to a team
--[] Write-in which Hero
--[] Write-in which Hero
--[] Write-in which Hero
--[] Write-in which Hero

-[][Equipment] Elemental Blade
--[] Which Hero?

Three Hour Moratorium!
 
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-[][Learning] Untapped Market
A missive has arrived from the far north, from a man known as Viggo Grimborn. He is apparently in the business of capturing dragons, and was pointed in your direction by the Elite Global Hunstmen's Club. He's interested in possibly selling dragons to you rather than to Bludvist, and seems very interested in the concept of a menagerie. Frosting of course is over the moon at the idea. Send someone up north to see what Viggo has to offer, and what he's asking for them. Unlocks other opportunities.
DC: 75110
Cost: 4,000 Gold
The hidden DC is a bit worrying, but also interesting.
 
Let's see, my ideas are...
Martial: Lean on me-Id like to work on siege engines but theyre our ally and we should help them even if it I do worry it might be seen as a power play.
Stewardship: Always Under The Same Sky- probably the best bang for buck money wise and is a valuable resource to have made.
Diplomacy: As Above, So Below or Fit For a Prince(ss)- more potential alliances and let's us meet some others further a field.
Intrigue: Thieves in the Night- I think if we can do this it'll help lower the DC for Golden Opportunity and infiltration since our agents will be better trained. I'm less sure on this one though.
Learning: Green Thumb, Train Physicians, or Heart Shaped Herb- farm goodwill and good medical practices. Train Physicians is mostly to open up options but if we get high enough maybe it'll help with the increasing DC's. As a note Untapped Market has a hidden second DC.
Occult: no preference- all of these options look good even if the occasional DC is a tad spooky so I'm unsure which to prioritize.
 
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